Picture processing device, picture processing method, and game device and storage medium using the same

ABSTRACT

The present invention provides a picture processing device capable of realizing a detailed shape and pattern of a display object having a plurality of elements and located at a distance far from a viewpoint. The picture processing device changes the number of elements of the display object based on the distance between the viewpoint and the display object and it determines whether attributes of the display object have changed. The picture processing device determines whether attributes of the display object have changed based on whether the display object has become an object of operation.

TECHNICAL FIELD

The present invention relates to a picture processing device, whichdisplays display objects composed of a plurality of elements (forexample, polygons), a picture processing method, and a game device andstorage medium using the same.

BACKGROUND ART

With the progress of computer graphics technology in recent years,picture processing devices, such as game devices and simulation devices,which are capable of displaying images in a three-dimensional space havebeen provided. Display objects (or characters) on displaying means arecomposed of polygons. Polygons herein used mean polygons (mainlytriangles or quadrangles) which are made of an aggregate of pluralvertexes.

A conventional picture processing device has limitations on the numberof polygons handled by its central processing unit (CPU). Accordingly, acharacter located far away from a viewpoint is composed of a smallnumber of polygons, while a character located close to the viewpoint iscomposed of a large number of polygons because the pattern and shape ofthe character have to be realized in detail (First Prior Art Example).

Moreover, a character in, for example, a soccer game is sometimesexpressed with polygon data to which a texture mapping is applied. Inthis case, textures with players' numbers written for each differentteam uniform are prepared as many as the number of players (Second PriorArt Example).

Furthermore, in a conventional picture processing device, characters ona screen of displaying means are displayed with the same brightnessregardless of the distance from a viewpoint (Third Prior Art Example).

In addition, when characters composed of polygons are displayed by aconventional picture processing device, a virtual viewpoint (or camera)is prepared in a three-dimensional coordinate system and an image ofthese characters taken by this viewpoint are displayed. In order todiversify the three-dimensional display of the characters, a pluralityof cameras are prepared as in a game called “Virtua Fighter” and thesecameras are switched to display the characters on the displaying means(Fourth Prior Art Example).

In the case of a game device (or picture processing device) of a soccergame, when a player which is a related display object turns around toprotect a ball, which is a specific display object, and proceeds to thenext action, it is necessary to operate an operation terminal in orderto make the positions of the ball and the player coincide with eachother (Fifth Prior Art Example).

Moreover, in the case of a conventional game device, details of generaloperations of an operation terminal are previously indicated on ahousing (Sixth Prior Art Example).

In the First Prior Art Example, as explained above, a character far awayfrom a viewpoint is always composed of a smaller number of polygons thanthose of a character close to the viewpoint. Accordingly, when a player(or character) which receives a pass in a soccer game attracts a gameplayer's attention, for example, if the player is far from the viewpointand is a character composed of a small number of polygons, the player isexpressed merely in a monotonous shape and pattern. With this type ofgame device, the game player's attention is lowered and the game lacks adelicate taste. Such a game device is poorly attractive to consumers.

In the Second Prior Art Example, data with the aforementioned texturemapping applied should be prepared for all players. The priority ofpolygons is generally decided based on which polygon is located furtherback (in a z-axis direction). In this case, however, both the uniformand the player's number are located at the same position. Therefore, itis impossible to always place the player's number over the uniform withcertainty by simply laying one over another. If a flag control isutilized to always set the player's number over the uniform, even if theplayer faces front and the. player's number should not be seen, theplayer's number is placed over the uniform. Accordingly, there is no waybut to prepare a texture of the uniform with the player's numberwritten, knowing that the data volume will increase. This imposes aconsiderable computation load on CPU and, therefore, there is apossibility that the processing of CPU may be delayed, therebydiminishing a realistic excitement of a game. Otherwise, if a CPUcapable of processing a large computation load is adopted, it costs toomuch.

In the Third Prior Art Example, since the characters are displayed withthe same brightness regardless of the distance from a viewpoint, a gameplayer cannot experience a feeling of far and near sufficiently.

In the Fourth Prior Art Example, even though there are a plurality ofcameras, the positions of these cameras are fixed. Therefore,diversification of image expression cannot be fully achieved.Particularly, for a game such as a soccer game in which a player whotakes control over a ball changes every moment and the superiority ofthe game accordingly changes in an instant, there is an disadvantage inthat a full view of the game cannot be displayed effectively if theviewpoints are fixed.

In the Fifth Prior Art Example, a high-grade operation is required inorder for a player to control a ball effectively. For this purpose, agame player needs to become fully skillful in the operating means of thegame. It is difficult for an unskillful game player to control the gamein order to have a player control a ball tactfully.

In the Sixth Prior Art Example, it is impossible to indicate the contentof all the operations on a housing, depending on the content. If thecontent of all the operations should be indicated on the housing, it isdifficult for the game player to read and memorize it in advance.

In conclusion, any of the above prior art examples provides poorlyinteresting expressions of characters and the characters are expressedinsufficiently in relation to the operational performance.

Accordingly, an object of the present invention is to provide a pictureprocessing device which is capable of richly expressing a displayedpicture including the display objects (such as characters andbackground) of the above-described prior art examples, and ofcontrolling the display objects diversely in relation to the operation.

A second object of the invention is to provide a picture processingdevice which is capable of realizing a detailed shape and pattern of adisplay object which attracts a game player's attention even when thedisplay object is far away from a viewpoint.

A third object of the invention is to provide a picture processingdevice which is capable of displaying many display objects with a smallcomputation load.

A fourth object of the invention is to provide a picture processingdevice which is capable of realizing the far and near expression in adisplayed picture effectively.

A fifth object of the invention is to provide a picture processingdevice which is capable of displaying a full view of the results of thepicture processing effectively.

A sixth object of the invention is to provide a picture processingdevice which is capable of smoothly controlling and displaying themovement of a related display object in relation to a specific displayobject without any special skill required.

A seventh object of the invention is to provide a game device which iscapable of giving only a minimum necessary description to a housing, andof displaying other operating methods of a operation terminal in aneasily recognizable manner.

DISCLOSURE OF THE INVENTION

This invention is a picture processing device for expressing a displayobject by composing it of a plurality of elements, comprising:

picture processing means for changing the number of the elementsaccording to the distance between a viewpoint and the display object andfor projecting the display object in a three-dimensional space onto aplane on the basis of the viewpoint; and

element number changing means for changing the number of the elementswhich compose the display object when attributes of the display objectfar away from the viewpoint change.

According to this invention, the picture processing means decreases thenumber of the elements as the display object moves farther away from theviewpoint.

According to this invention, the element number changing means performsits processing when it determines that the display object has become theobject of operation and, therefore, the attributes of the display objecthave changed.

According to this invention, the element number changing meanscomprises:

means for determining necessity of increase in the number of elements,which determines whether or not the number of the elements of thedisplay object should be increased;

attribute determining means for determining whether or not the displayobject has become the object of operation; and

element number calculating means for calculating the necessary number ofelements on the basis of the determination results of the attributedetermining means.

According to this invention, the display objects comprise a plurality offirst display objects and a second display object having somerelationship with the plurality of first display objects in athree-dimensional space, and when the plurality of first display objectscompete with each other for control over the second display object, theattribute determining means determines that one of the plurality offirst display objects which has gain control over the second displayobject is the object of operation.

According to this invention, the attribute determining means comprises:

order determining means for determining the order on the basis of thedistance between the plurality of first display objects and the seconddisplay object;

first control granting means for finding a moving direction of a firstdisplay object having the highest order among the plurality of firstdisplay objects and for granting control to the first display objectwhen the first display object moves toward the second display object;and

second control granting means for granting control to a first displayobject having the second highest order among the plurality of firstdisplay objects when the first display object having the highest orderis not moving toward the second display object.

This invention comprises attribute indicating means for giving a mark tothe display object having control.

This invention comprises:

operating means for outputting operation signals to the display object;and

displaying means for displaying the display object.

This invention is a picture processing method for expressing a displayobject by composing it of a plurality of elements, comprising:

picture processing step of changing the number of the elements accordingto the distance between a viewpoint and the display object and ofprojecting the display object in a three-dimensional space onto a planeon the basis of the viewpoint; and

element number changing step of changing the number of the elementswhich compose the display object far away from the viewpoint whenattributes of the display object change.

If a display object is displayed on the displaying means as if thedisplay object is located far away from a viewpoint, for example, thisinvention increases the number of elements (for example, polygons) ofthe display object when the display object becomes the object ofoperation on the basis of operation signals sent from the operatingmeans. Accordingly, the display object which attracts a game player'sattention begins to be expressed in detail at that time. Also, since thenumber of polygons of the display object which attracts the gameplayer's attention is increased, the expression of the displayed pictureincluding the display object becomes rich and it is possible to controlthe display object in various situations in relation to the operation.

This invention is a picture processing device for expressing a displayobject by adding a plurality of mutually different elements, comprising:

common element applying means for expressing a part or all of aplurality of the displaying objects by using common elements;

individual element applying means for expressing the display objects byapplying a plurality of individual elements, which are different fromeach other, respectively to the plurality of display objects expressedby the common element applying means; and

picture processing means for projecting the display objects expressed bythe common element applying means and the individual element applyingmeans, onto a plane on the basis of a viewpoint.

According to this invention, a part of the display object expressed bythe common element applying means is missing and the individual elementis set in this missing portion.

According to this invention, a plurality of the individual elements haverespectively different patterns.

According to this invention, a plurality of the individual elements haverespectively different shapes.

According to this invention, the individual element applying meansapplies and places plural types of individual elements one over another.

According to this invention, the types of the individual elementsinclude a ground element, a pattern element and a number element.

This invention comprises:

operating means for outputting operation signals to the display object;and

displaying means for displaying the display object.

This invention is a picture processing method for expressing a displayobject by adding a plurality of mutually different elements, comprising:

common element applying step of expressing a part or all of a pluralityof the displaying objects by using common elements;

individual element applying step of expressing the display objects byapplying a plurality of individual elements, which are different fromeach other, respectively to the plurality of display objects expressedby the common element applying step; and

picture processing step of expecting picture processing to project thedisplay objects expressed by the common element applying step and theindividual element applying step, onto a plane on the basis of aviewpoint.

According to this invention, when the display objects have differentpatterns, a plurality of elements (for example, polygons) withrespective patterns are prepared for such different pattern portions.Moreover, at least a part of the elements of the display objects, otherthan the pattern portions, is made common. By combining both portions tocomplete the display objects with different patterns, it is possible toproduce with a small number of polygon data a picture of plural displayobjects having different patterns. Therefore, this invention makes itpossible to display many display objects with a small computation load.

This invention is a picture processing device for expressing a displayobject by composing it of a plurality of elements, comprising:

picture processing means for projecting the display object in athree-dimensional space onto a plane on the basis of a viewpoint; and

coloring means for coloring the display object according to thesituation of the display object.

According to this invention, the coloring means changes the color of thedisplay object in accordance with the number of elements composing thedisplay object.

According to this invention, the coloring means changes the color of thedisplay object in accordance with the distance between the displayobject and the viewpoint.

According to this invention, the coloring means changes the color of thedisplay object in accordance with the color of a background of thedisplay object.

According to this invention, the coloring means changes colorbrightness.

This invention comprises:

operating means for outputting operation signals to the display object;and

displaying means for displaying the display object.

This invention is a picture processing method for expressing a displayobject by composing it of a plurality of elements, comprising:

picture processing step of projecting the display object in athree-dimensional space onto a plane on the basis of a viewpoint; and

coloring step of coloring the display object according to the situationof the display object.

This invention displays the display objects in a three-dimensionalcoordinate system on the displaying means on the basis of a viewpoint.At this point, the color of the display objects is changed according tothe situation of the display objects. For example, the display objectlocated close to the viewpoint on the displaying means is displayed withbrighter color than that of the display object far away from theviewpoint. Thus, it is possible to give a strong feeling of near andclose to the game player and to richly express the displayed pictureincluding the display objects. In addition, since the displayed picturewith rich expressions is realized, it becomes easy to control thedisplay objects in various situations in relation to the operation.

This invention is a picture processing device for expressing a displayobject by composing it of a plurality of elements, comprising:

picture processing means for projecting the display object in athree-dimensional space onto a plane on the basis of a viewpoint; and

viewpoint position changing means for moving the position of theviewpoint.

According to this invention, the viewpoint position changing means movesthe viewpoint closer to the display object when the display objectattracts a user's attention.

According to this invention, the viewpoint position changing means movesthe viewpoint along at least two coordinate axes of thethree-dimensional coordinate system.

This invention comprises:

operating means for outputting operation signals to the display object;and

displaying means for displaying the display object.

This invention is a picture processing method for expressing a displayobject by composing it of a plurality of elements, comprising:

picture processing step of projecting the display object in athree-dimensional space onto a plane on the basis of a viewpoint; and

viewpoint position changing step of moving the position of theviewpoint.

According to this invention, the picture processing means is providedwith the viewpoint position changing means. This viewpoint positionchanging means is capable of moving the viewpoint along, for example, atleast two coordinate axes of the three-dimensional coordinates, and ofgiving an angle to the viewpoint against a certain display object. If adisplay object is the ground (or background) of a soccer game, forexample, movement of the viewpoint in two directions makes it possibleto realize the position to move back and forth on the ground and theposition with changing angles against the ground. Consequently, it ispossible to display a full view of a game according to the circumstancesof the game and to provide a game player with a highly realisticexcitement. Moreover, it is possible to richly express the displayedpicture including the display objects. Furthermore, since the richexpression of the displayed picture is realized, it becomes easy tocontrol the display objects in various situations in relation to theoperation.

This invention is a picture processing device for expressing a displayobject by composing it of a plurality of elements and for expressing arelated display object in relation to the display object, comprising:

storage means for storing a plurality of forms given to the displayobject;

form processing means for realizing a plurality of forms, which arestored in the storage means, on the display object successively;

correcting means for correcting the form of the display object on thebasis of the relationship with the related display object; and

picture processing means for projecting the display object, the form ofwhich is corrected by the correcting means, onto a plane on the basis ofa viewpoint.

According to this invention, the correcting means comprises:

first means for operating stop positions toward which the display objectand the related display object respectively move; and

second means for controlling the form read out from the storage means sothat the stop position of the related display object conform to the stopposition of the display object.

According to this invention, the correcting means corrects the positionor moving direction of the display object.

This invention comprises:

operating means for outputting operation signals to the display object;and

displaying means for displaying the display object.

This invention is a picture processing method for expressing a displayobject by composing it of a plurality of elements and for expressing arelated display object in relation to the display object, comprising:

form processing step of realizing a plurality of forms, which have beenpreviously given to the display objects, on the display objectsuccessively;

correcting step of correcting the form of the display object on thebasis of the relationship with the related display object; and

picture processing step of projecting the display object, the form ofwhich is corrected by the correcting means, onto a plane on the basis ofa viewpoint.

This invention operates a stop position toward which the specificdisplay object moves, makes the related display object conform to theoperation results, and adjusts the movements of the related displayobject, for example, the movement amount on the screen in each scene ofthe movements, so that a series of movements of the related displayobject may be reproduced in order to preferably make the movements ofthe related display object correspond with the operation results.Accordingly, the stop position of the specific display objectcorresponds with the stop position of the related display object.Therefore, it is possible to control the related display object so thatit smoothly moves in relation to the specific display object. Thus, itbecomes easy to control the display objects in various situations inrelation to the operation.

This invention is a game device, comprising:

operating means for operating a display object;

picture processing means for executing picture processing in accordancewith operation signals sent from the operating means; and

displaying means for displaying the results of picture processing by thepicture processing means,

wherein the game device comprises any of the above-described pictureprocessing devices.

This invention is a game device, comprising:

operating means for operating a display object;

picture processing means for executing picture processing in accordancewith operation signals sent from the operating means; and

displaying means for displaying the results of picture processing by thepicture processing means,

wherein a description is previously indicated concerning a part of theoperations of the operating means.

This game device further comprises operation content outputting meansfor displaying the content of operation on the displaying means when thepicture processing executed by the picture processing means needs toperform the operation other than the operation concerning which theabove-mentioned description is indicated.

According to this invention, the operation content outputting meansdisplays the content of operation at a position not overlapping with theposition of the display object which is to be operated.

According to this invention, when the operation, other than theoperation concerning which a description about the picture processing tobe executed by the picture processing means is indicated, is required,the content of such operation is indicated on a part of the displayingmeans. For example, in a special case such as throwing in a soccer game,the content of the operation for throwing is displayed on the displayingmeans. Operation terminals which can be used for this purpose and otherdetails of the operation are indicated. Accordingly, the game playerdoes not have to read all the descriptions before starting a game andcan easily understand the operating method because a necessarydescription is indicated every time some operation is required.Moreover, since it is possible to display the display objects in varioussituations in relation to the operation, the displayed picture isexpressed richly and it is possible to control the display objects invarious situations in relation to the operation.

This invention is a storage medium for storing the procedures for havinga processing device execute any of the above-described methods. Thisstorage medium may include, for example, a floppy disk, magnetic tape,photomagnetic disk, CD-ROM, DVD, ROM cartridge, RAM cartridge withbattery back-up, and nonvolatile RAM cartridge. The storage mediumstores information (mainly digital data and programs) by some physicalmeans and is capable of having a processing device such as computers andprivate processors perform a certain function.

In conclusion, any of the above inventions realizes very interestingexpressions of characters and diversifies and enriches the expressionsof characters in relation to the operational performance.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a full perspective view of one embodiment of the presentinvention.

FIG. 2 is a plan view of an operation panel of the first embodiment ofthis invention.

FIG. 3 is a block diagram showing the structure of a signal processingsystem of the picture processing device of the first embodiment of thisinvention.

FIG. 4 is a main flowchart which explains actions of the firstembodiment of this invention.

FIG. 5 is a flowchart which explains actions of the first embodiment ofthis invention.

FIG. 6 is a detailed flowchart of the priority determination at step S42“Control Determination Processing” of the flowchart in FIG. 5.

FIG. 7 is a detailed flowchart of the polygon increase processing atstep S43 “Polygon Structure Computation” of the flowchart in FIG. 5.

FIG. 8 describes a priority mark of the first embodiment of thisinvention.

FIG. 9 describes a polygon increase of the first embodiment of thisinvention.

FIG. 10 is a flowchart which explains actions of a second embodiment ofthis invention.

FIG. 11 describes an action of the second embodiment of this invention.

FIG. 12 is a flowchart which explains actions of a third embodiment ofthis invention.

FIG. 13 describes an action of the third embodiment of this invention.

FIG. 14 is a flowchart which explains actions of a fourth embodiment ofthis invention.

FIG. 15 describes the situation where a camera of the fourth embodimentof this invention is set at a high position for shooting.

FIG. 16 shows a displayed picture shot at a high camera positionaccording to the fourth embodiment of this invention.

FIG. 17 describes the situation where a camera of the fourth embodimentof this invention is set at a low position for shooting.

FIG. 18 shows a displayed picture shot at a low camera positionaccording to the fourth embodiment of this invention.

FIGS. 19(a) and 19(b) describe motions of a fifth embodiment of thisinvention.

FIG. 20 is a flowchart which explains actions of the fifth embodiment ofthis invention.

FIG. 21 is a flowchart which explains actions of a sixth embodiment ofthis invention.

FIG. 22 describes an action example of the sixth embodiment of thisinvention.

FIG. 23 describes another action example of the sixth embodiment of thisinvention.

BEST MODE FOR CARRYING OUT THE INVENTION

The best mode for carrying out the present invention is hereinafterexplained with reference to the drawings.

FIG. 1 is an exterior view of the video game machine employing thepicture processing device of an embodiment of the present invention.According to this figure, housing 1 is in a substantial box shape, andgame processing substrates and the like are provided within housing 1.On the front face of housing 1, a CRT-type display 1 a and an operationpanel 2 are provided. Joysticks 2 a and 2 a and sets of operationbuttons 2 b and 2 b, each set respectively consisting of three buttons,are provided on the operation panel 2. Display 1 a displays a gamescreen. Three-dimensional pictures are developed on the game screen, anda game player is capable of freely moving players (or characters) on thescreen by operating joystick 2 a, etc. Such characters are one of thedisplay objects.

FIG. 2 is an enlarged view of the operation panel of the firstembodiment. In this figure, operating directions 2 c are indicatedaround joysticks 2 a and 2 a on the operation panel 2. Operatingdirections 2 c are provided at 45° intervals around joystick 2 a. Inother words, there are eight operating directions 2 c. Furthermore, theoperation panel 2 with the operation buttons 2 b mounted thereon alsohas descriptions 2 d of normal operation content for the respectiveoperation buttons 2 b.

FIG. 3 is a block diagram of the game device employing the pictureprocessing device of the first embodiment. This game device comprises,as its basic elements, a main game device 10, input device 11, speaker14 and a CRT-type display 1 a.

The input device 11 has joystick 2 a and operation buttons 2 bconsisting of a set of three buttons. As shown in FIG. 1, there may be aplurality of the input devices 11.

The CRT-type display 1 a displays pictures of a soccer game or theequivalent executed by this game device. A projector may be used insteadof this CRT-type display 1 a.

Speaker 14 generates music, sound effects or the like upon receivingsignals from the main game device 10.

The main game device 10 comprises a CPU (central processing unit) 101,ROM 102, RAM 103, sound device 104, power amplifying circuit (AMP) 105,input/output interface 106, scroll data computing device 107,co-processor (auxiliary processing device) 108, picture data ROM 109,geometrizer 110, motion data ROM 111, drawing device 112, texture dataROM 113, texture map RAM 114, frame buffer 115, picture synthesizingdevice 116, and D/A converter 117. The motion data meansthree-dimensional data such as “polygon data forming a combination of aseries of movements performed by characters such as players in eachscene” and “background such as court, spectators and constructions.”

CPU 101 is connected to ROM 102, which store s predetermined programsand the like via bus lines, RAM 103 for storing data, sound device 104,input/output interface 106, scroll data computing device 107,co-processor 108 and geometrizer 110.

RAM 103 functions as the RAM for the buffer, so various commands togeometrizer 110 are written thereon.

The input/output interface 106 is connected to the input device 11,thereby operation signals of joystick 2 a of the input device 11 aretaken in CPU 101 as digital quantity. The sound device 104 is connectedto speaker 14 via the power amplifier 105, and sound signals generatedby the sound device 104 are amplified by the power amplifying circuit105 and then given to speaker 14.

According to the this embodiment, CPU 101 is designed to read, based onthe program installed inside ROM 102, the operation signals from theinput device 11 and the image data from ROM 109, or the motion data fromthe motion data ROM 111, and to determine at least, among others,whether or not a player (or related display object) and a ball (orspecific display object) collide (or contact) with each other, andwhether or not players collide with each other.

Co-processor 108 is connected to the picture data ROM 109, and then,predetermined camera position changing data are delivered toco-processor 108 (and CPU 101). Co-processor 108 is designed mainly tomake a contact determination, such as a contact between the ball and theplayer and a contact between the player and the player, and to assumemainly the operation of floating points during this determination. Asresult, the determination of contact between the player and the ball isperformed by co-processor 108, and the determination results are givento CPU 101, thereby reducing the computation load on CPU and enablingmore rapid performance of this contact determination.

After the coordinates of the display object (such as players and ball)are determined in a three-dimensional space, a conversion matrix forconverting these coordinates into a visual field coordinate system, anddata regarding the players, goals and referees are designated togeometrizer 110. Geometrizer 110 is connected to the motion data ROM 111and the drawing device 112. The motion data ROM 111 has previouslystored thereon the polygon motion data, i.e., three-dimensional datasuch as data concerning players, ball, court, partial background (suchas spectators), respectively composed of vertexes (or polygons). Thismotion data is delivered to geometrizer 110. Geometrizer 110radioscopically converts the picture data designated by the conversionmatrix and sent from CPU 101, thereby obtaining data converted from thecoordinate system of the three-dimensional virtual space to the visualfield coordinate system.

The drawing device 112 pastes textures onto the picture data which hasbeen converted into the visual field coordinate system, and outputs suchdata to the frame buffer 115. In order to paste the textures, thedrawing device 112 is connected to the texture data ROM 113 and thetexture map RAM 114, and also to the frame buffer 115. Polygon datameans a group of data of relative or absolute coordinates of respectivevertexes of polygons (polygons: mainly triangles or quadrangles) whichare made of an aggregate of a plurality of vertexes. The picture dataROM 109 may store polygon data, which are set comparatively rough tosatisfy the performance of the determination of contact between playersand between a player and a ball, and position changing data required forcamerawork. In contrast, the motion data ROM 111 stores polygon datawhich are set in more details relating to motions constructing picturesincluding the players, ball, background, etc.

The Scroll data computing device 107 computes scroll picture data suchas letters and parts of the background (such as sky). This computingdevice 107 and the above-mentioned frame buffer 115 are connected to theCRT-type display 1 a via the picture synthesizing device 116 and D/Aconverter 117. This allows the polygon picture, including players,court, ball, background (partially), which is temporarily stored in theframe buffer 115, and the scroll picture with letter information, suchas score, remaining game time, usage of the operation button 2 b andother necessary guidance, to be synthesized in accordance with adesignated priority, thereby generating a final frame picture data. Thispicture data is converted by D/A converter 117 into analog signals andsent to the CRT-type display 1 a, and the soccer game picture isdisplayed on a real time base.

Next, movements of the embodiments of the present invention will beexplained on the basis of FIGS. 1 through 3 and with reference to thedrawings of FIGS. 4 through 23.

Explanation of Main Processing Routine

First, the overall flow of movements is explained by using the main flowchart in FIG. 4. For convenience of explanation, the contents of a gameto be processed by the game device according to the present embodimentshall be a soccer game. One team will be basically composed of elevenplayers, and a game will be performed by two teams kicking a ball intothe goal of the other team on a court.

The main CPU 101 performs the processing according to the main flowchart in FIG. 4, and a synchronous display control processing isperformed concerning the picture with characters and the like to beexpressed with the three-dimensional polygon data (hereinafter referredto as “polygon picture”) and the scroll picture with a part of thebackground and let ter images, as described above.

At step S1 of FIG. 4, the main CPU first calculates movement coordinatesof the viewpoint in correspondence with the operation state of joysticks2 a and the operating buttons 2 b, and the movement coordinates ofcharacters and the like to be expressed with textured polygon data. Thisprocessing allows movements of a soccer player, such as running on thescreen in the direction instructed by the game player.

Next, at step S2, position data (or screen coordinates), etc. on thescreen, where the three-dimensional polygon data with the convertedcoordinates are displayed, are calculated. Based on the polygon displayposition, players and other characters are displayed at thepredetermined position on the screen in the predetermined form.

Then, the processing proceeds to step S3 and prepares scroll data of thesky and scores, etc. The scroll data means the portions which do notmove by themselves, such as backgrounds and the like. These scroll dataare synthesized with the polygon pictures which move around the screenand then the synthesized picture is displayed on display 1 a.

At step S4, a processing of polygon increasing means of the firstembodiment described below is performed. The polygon increase processingmeans the processing to increase the number of polygons composing acharacter which attracts the game player's attention, such as a playerwhich has received the ball.

Next, at step S5, a processing of polygon applying means of the secondembodiment described below is performed. The polygon applying processingmeans, for example, that when a player's number is to be expressed onthe back of a player, a separate polygon for the player's back number isprepared in addition to the polygons composing the player and thesepolygons are synthesized, thereby expressing the player's number.

At step S6, a brightness changing processing is performed to change thebrightness in correspondence with the distance between the charactersand the viewpoint according to the third embodiment described below. Thebrightness changing processing means the process to change thebrightness of the character in correspondence with the distance betweenthe character and the viewpoint. By means of this brightness changingprocessing, a player close to the camera is displayed in bright colorsand a player far from the camera is displayed in dark colors.

At step S7, a processing of viewpoint position changing of the fourthembodiment described below is performed. The viewpoint position changingmeans the process, for example, when a player has obtained the ball andstarts to dribble, to move the camera viewpoint gradually from a highposition to a low position and to display the dribbling player in aclose-up view.

At step S8, a motion correcting processing of the fifth embodimentdescribed below is performed. The motion correcting processing preventsunnatural movements, for example, in a series of movements when thedribbling player turns around. For example, the motion correctingprocessing corrects the position or moving direction of the ball so thatthe player and the ball do not seem to be separated from each other.

At step S9, a processing of operation content outputting means of thesixth embodiment described below is performed. The operation contentoutputting processing means the process to display the operationdescription in cases where the game player needs to perform specialoperations during a game. Special operations include, for example, freethrow and free kick.

Finally, all the results executed at steps S1 through S9 are temporarilystored in the frame buffer 115, Ram 103, etc.

After passing through all of the above-mentioned processing, the mainCPU 101 waits for and determines the predetermined timing to draw thepolygon data at step S10. When the predetermined timing has arrived, themovement amount along the x and y axes on the scroll picture and themultiplying factors, etc. which have been stored in memories or the likeare transferred to the picture synthesizing device 116 at step S11.Then, at step S12, the main CPU 101 executes commands of, for example,display. The main CPU regularly repeats the processing from step S1 tostep S12, as described above.

First Embodiment

The action of the polygon increasing means which is the first embodimentof the present invention is hereinafter described with reference toFIGS. 5 through 8. This embodiment defines a certain viewpoint andpictures as seen from this viewpoint is displayed. On the screen,display objects close to the viewpoint are displayed in a large size anddisplay objects far away from the viewpoint are displayed in a smallsize. The display objects which are displayed in a large size,especially players, are expressed with a large number of polygons, andthe display objects which are displayed in a small size, such asplayers, are usually expressed with a small number of polygons.

In such a display indication state, step S4 of FIG. 4 is shown in detailin FIG. 5.

In FIG. 5, CPU 101 first determines whether or not the polygonincreasing means is necessary at step S41. If this processing is notnecessary (step S41: NO), the processing of this first embodiment isunnecessary, so steps S42 and S43 are skipped.

However, if CPU 101 determines that this processing is necessary (stepS41: YES), the processing proceeds to step S42. Cases where theprocessing at this step is required are as follows:

(1) When a certain player which is far from the viewpoint is expressedwith a small number of polygons and the ball flies to a position closeto this player. The processing is required in this case in order toavoid unnaturalness, as the game player pays attention to the playernear the ball.

(2) Other cases where the game player is thought to pay attention toplayers, regardless of a far distance from the viewpoint, for example,when the players are exchanged.

In case (1), under the control of CPU 101, it is determined whether ornot this player will obtain control over the ball (at step S42). Whenthe specific player has won the control over the ball (at step S42), thepolygon increasing means performs the processing to increase the numberof polygons composing the player (at step S43).

The acquisition of control (at step S42) is hereinafter explained byreferring to FIGS. 6 and 7. In other words, this processing determines,as the ball flies through the air, which one of the players among theplurality of players located far from the viewpoint has obtained controlover this ball.

This processing starts when the ball starts flying through the air. Forexample, at step S421, the estimated position where the ball bounds forthe first time is calculated.

Then, at step S422, the player near this position is made to move towardthis position.

Subsequently, at step S423, it is determined whether or not the ball hascontacted with the estimated position of the first bound. If the balldoes not contact this position (step S423: NO), this processing isskipped and one proceeds to the main processing. Furthermore, if theball does contact this position (step S423: YES), the position anddirection of each player are taken in (at step S424).

At step S425, the moving direction of the ball and the distance betweeneach player and the ball are calculated.

At step S426, the player nearest to the ball (this player shall bereferred to as the “first player” in FIG. 6) and the player located atthe second nearest position to the ball (this player shall be referredto as the “second player” in FIG. 6) are determined.

Next, at step S427, the facing direction, in r elation to the ball, ofthe player nearest to the ball is determined. If the player nearest theball is generally facing the ball (step S427: FRONT), the control overthe ball is given to the player nearest the player (at step S430).

However, if the player nearest to the ball faces toward a directionopposite to the ball (with his back to the ball) (step S427; BACK), itis determined whet her or not the second nearest player to the ball iswithin a certain distance from the first player (at step S429). If it isdetermined at step S429 that the second player is not within such acertain distance (step 429: NO), since the first player can turn aroundand move toward the ball and reach at the ball faster than the secondplayer, the first player is made to turn around at step S428.Thereafter, the control over the ball is given to the first player atstep S430.

On the other hand, if the second nearest player to the ball is within acertain distance range from the first player (step S429: YES), it isnecessary to determine which player is faster to reach the ball, thefirst player turning and moving toward the ball or the second playermoving toward the ball. For this purpose, the facing direction of thesecond player is determined at step S431. If the second player faces theball (step S43 1: FRONT), the second player can reach the ball fasterthan the first player turning and reaching the ball, so the control overthe ball is given to the second player at step S432. If the secondplayer is also facing backwards (step S431: BACK), the first player isturned (step S428).

These priority data are stored, for example, in RAM 103 or the like.

As described above, concerning the player obtaining control over theball, the processing to display a control mark above the player isperformed at step S435. Thereby, the mark is displayed above the head Caof player C on the CRT-type display 1 a to show that the control overthe ball has transferred to such player, as shown in FIG. 8.

Subsequently, the number of polygons of this player C is determined atstep S436. If the polygon number of player C is large (step S436: YES),this player C is displayed as if it is located in foreground on thescreen and, therefore, no change is made. If the number of polygons ofthis player C is small (step S436: NO), the number of polygons isincreased to almost the same number of polygons composing the playerdisplayed in foreground. Since this player C is displayed as if it islocated far back in the screen (or far from the viewpoint), the playeris composed of a small number of polygons.

As a result, player C11 composed of a small number of polygons as shownin FIG. 9(a) is then expressed in the same way as player C12 composed ofa large number of polygons, as shown in FIG. 9(b).

In the example above, the number of polygons composing the player withthe attention mark m is increased to almost the same number as that of aplayer close to the viewpoint, but there may be some other ways todetermine the number of polygons. For example, the greatest number ofpolygons may be determined in advance depending on the size of theplayers on the screen, and the number of polygons composing the playerwith the attention mark m is increased t o such a maximum value.Generally, the number of polygons composing a player is less than thismaximum value. A thoughtless increase of the number of polygonscomposing a player which is displayed in a small size on the screen maybe ineffective as it may be too detailed. Therefore, the optimum displaybecomes possible by adequately determining the maximum value accordingto the size of the player and the distance between the player and theviewpoint.

Alternatively, a normal number of polygons may be previously decided inaccordance with the size of the players on the screen and the number ofpolygons composing the player with the attention mark m may be made asthe number obtained by multiplying this normal number of polygons by afactor k (k>1). This factor k may be a constant value or may be changedaccording to the size of the player on the screen or the distancebetween the player and the viewpoint.

Another alternative is to increase the number of polygons by adding ormultiplying a predetermined value “a” to or by the number of polygonscomposing the player with the attention mark m. The value “a” to beadded or multiplied may be a constant value or may be adequately setdepending on the size of the player or the distance between the playerand the viewpoint.

In conclusion, the number of polygons composing the player with theattention mark m should be increased to the extent that such displaywill not cause a sense of unnaturalness to the game player.

In the above explanations, the number of polygons composing the playerclose to the viewpoint is always large. However, without limitation, itis also possible to reduce the number of polygons according to thecircumstances. This is explained below by using specific examples.

Let it be supposed t hat there are three opponents A, B and C before theplayer (or character) operated by the game player. The order of theopponents closer to the player shall be A, B and C. If the viewpoint islocated close to the player, when looking at opponents A, B and C,opponent A is indicated as if it is located at the most front. Based onthe principles above, the number of polygons composing opponent A islargest. Opponent B is indicated to be at the second closest position,and C at the farthest position. At this time, there is the followingrelationship between the opponents: (number of polygons composingA)>(number of polygons composing B)>(number of polygons composing C).

In this case, the player first struggles with the nearest opponent A. Ifthe player wins over or removes A, it then struggles with B, and thenwith C. The first opponent to which the game player directs hisattention is A. However, after winning over A, the game player naturallyturns his attention to the next opponent B. At this point, the number ofpolygons composing A is largest, but as A is no longer of interest, itis meaningless to express A in detail. Therefore, the number of polygonscomposing the beaten opponent is reduced a little even if the opponentis close to the viewpoint. This prevents excessively detailed expressionand reduces the computation load. The reduced number of polygons may beadded to the polygons composing the next opponent B. The same applies tothe processing of fighting with C after beating B.

In this way, the polygon increasing means of the first embodiment makesit possible to display a player, which is far from a certain viewpointand, therefore, is composed of a small number of polygons, with almostthe same number of polygons as the player displayed close to theviewpoint in cases where such player is considered to attract the gameplayer's attention, for example, when the player takes the control overthe ball. Accordingly, even if the player is far from the viewpoint, theplayer which attracts the game player's attention is given detailedshape and pattern, thereby providing a better display mode. Therefore,the game player will hardly feel unnaturalness.

According to this embodiment, it is possible to diminishing a processingload without giving a sense of unnaturalness to the game player byreducing the number of polygons composing a player which is close to theviewpoint and does not attract the game player's attention.

In conclusion, the number of polygons composing a player is decidedaccording to its position, whether far from or close to the viewpoint,as a general rule. In this first embodiment, this rule is amended asappropriate in accordance with circumstances (for example, actualsituation of a game, relationship with players, relationship with aball, relationship with a background). Accordingly, the game player willnot feel a sense of unnaturalness very often, and it is possible todiminish a processing load without giving a sense of unnaturalness tothe game player by reducing the number of polygons.

Second Embodiment

In the second embodiment, when a character is a player of a soccer game,a predetermined portion of the player's back is hollowed out and thishollowed portion is filled with a ground, a uniform pattern and aplayer's number, all of which are respectively composed of polygons, inthe order listed above. In this embodiment, polygon applying meansexecutes this action.

The polygon applying means operates at step S5 of the main routine shownin FIG. 4. Details of this step S5 are described in FIG. 10.

According to FIG. 10, at step S501, CPU 101 of the main game device 10reads out polygon data of player C21 which is composed of a plurality ofpolygons in a manner such that a part C21 b of the back C21 a of playerC21 is hollowed out as shown in FIG. 11. The back C21 a of player C21 iscomposed of a plurality of polygons Pn1-Pn6. The read-out data do notcontain polygon data corresponding to the portion C21 b surrounded bypolygons Pn1-Pn6. Accordingly, based on the polygon data read out atstep S501, player C21 is treated as if a part C21 b of its back C21 a ishollowed out as shown in FIG. 11.

Next at step S502, polygon data PD1 to function as a ground is read outfrom the motion data ROM 111, etc. This polygon data PD1 fits in thehollowed part C21 b and comprises a certain color data.

At step S503, polygon data PD2 with a pattern texture mapped thereon isread out. This polygon data PD2 corresponds to the above-mentionedhollowed part C21 b and includes a color data to make the portion otherthan the texture transparent.

Subsequently, at step S504, polygon data PD3 with a player's numbermapped thereon is read out. This polygon data PD3 corresponds to theabove-mentioned hollowed part C21 b and the portion other than theplayer's number is made transparent.

These polygon data PD1-PD3 so read out are mapped over the hollowed partC21 b of player C21 in the order of PD1, PD2 and PD3 at step S505.

Moreover, face data FD of player C21 is mapped over the front face C21 dof the head of player 21 in accordance with a player's number at stepS506.

As a result, the entire body of the player is expressed with polygonsand the player's number is indicated on the player's back by usingtexture mapping of polygons. As described above, polygons of the entirebody, polygon of the player's number and face data are used to completeone character. Other players are composed in the same manner.

Since the second embodiment makes it possible to express a characterincluding the player's number by using polygons and almost without usingthe texture mapping, many display objects (or characters) can bedisplayed with a small computation load.

Moreover, in order to reduce the processing of motion data computation,another approach may be taken to have only the part C21 b, shown in FIG.11, computed, to display the polygon as the player's number as in thesecond example and to synthesize the entire body with the player'snumber polygon. In this case, no computation is required for the head,both arms and legs. Poses of the entire body are predetermined and thehead and both arms and legs are included in one pose.

Accordingly, it is impossible to freely move only the arms or legs, butthis approach can be used for poses of a high frequency such as a “readypose.”

According to the second embodiment, if only the player's number portion(PD1, PD2 and PD3) is prepared for twenty-two players, for example, theplayer's body parts (polygons) can be used in common. Although theplayers' physical build becomes all the same, the number of polygons canbe considerably reduced. It is also possible to separately preparepolygons to express the player's entire body for characteristic playerssuch as star players and to use the other players' polygons in common.

According to this embodiment, since the aforementioned three polygons(PD1, PD2 and PD3) are mapped over the hollowed part of a character'sback, it is possible to simplify the polygon mapping processing.

Third Embodiment

A third embodiment is designed to realize a sense of far and near byexecuting a brightness changing processing, thereby showing playersdisplayed in foreground in bright colors and players displayed at theback (or far from a viewpoint) in dark colors on the display screen ofthe CRT-type display 1 a. Whether a player is close to or far away fromthe viewpoint is determined on the basis of the number of polygons.

This brightness changing processing is executed at step S6 of the mainflowchart in FIG. 4. Details of step S6 are shown in the flowchart ofFIG. 12.

CPU 101 of the main game device 10 processes the flowchart of FIG. 12and determines brightness of each player according to the number of itspolygons.

At step S601, polygon data of a player (or character) to be displayednext are read out from the motion data ROM 111, etc.

Subsequently, at step S602, the read-out number of polygons composingthe player is examined. Step S602 has the following three branches:

First Branch

When the player is composed of a large number of polygons, this meansthat the character is located close to the viewpoint (step S602: LARGE)as explained above. Therefore, a value of a bright color is set on acolor bank type palette which determines brightness of the player (atstep S603). At step S604, it is determined whether the brightness of allthe players has been decided. If it has not been completed (step S604:NO), the device proceeds to the processing to read out polygon data atstep S601 again.

Second Branch

When polygon data of the player are read out at step S601 and if thereis an average number of polygons (step S602: AVERAGE), CPU 101 sets avalue of moderate brightness on the color bank type palette (at stepS605).

Third Branch

When polygon data of the player are read out at step S601 and if thereis a small number of polygons (step S602: SMALL), CPU 101 sets a valueof darkest colors on the color bank type palette (at step S606).

Details of the processing at step S602 to compare the number of polygonsare as follows: Two threshold values th1 and th2 (th1<th2) arepreviously given. If the number of polygons is larger than the thresholdvalue th2, the processing proceeds to step S603. If the number ofpolygons is smaller than the threshold value th1, the processingproceeds to step S606. If the number of polygons is between thesethreshold values, the processing proceeds to step S605. These thresholdvalues may be constant values or may be changed according to theviewpoint position, color of the background or other factors.

The brightness so set on the color bank type palette at steps S603-606is stored until it is displayed.

When the display timing of step S12 shown in FIG. 4 comes, player C31closest to the viewpoint is displayed with brightest colors on thescreen of the CRT-type display 1 a. Player C32 at the middle position onthe screen of the CRT-type display 1 a is displayed with a little darkercolors than those of player C31. Player C33 positioned farthest from theviewpoint is displayed with darker colors than the colors of player C32at the middle position.

As described above, according to the third embodiment, the closer to theviewpoint the characters are located, the brighter the colors are usedto display the characters, thereby improving a sense of near and far andenhancing the realistic excitement of a game.

Since the determination of near or far is conducted by the comparison ofthe number of polygons, the processing is simplified, thereby reducing aload on CPU.

As explained in the first embodiment, when the number of polygonscomposing a player, which attracts the game player's attention, isincreased, it is sometimes determined that the number of polygons islarge even though the player is located far away from the viewpoint. Inthis case, either (1) the higher brightness is set according to thenumber of polygons even if the player is located far from the viewpoint,or (2) the lower brightness is set according to the determination thatthe player is located far from the viewpoint on the basis of theoriginal number of polygons. In the latter case (2), whether or not theoriginal number of polygons should be referred to is determined on thebasis of, for example, the existence of the attention mark m shown inFIG. 8.

Although in the above explanation whether a character is located closeto or far from the viewpoint is determined on the basis of the number ofpolygons composing the character, such determination may be made on thebasis of the distance between the viewpoint and the character. In thiscase, the threshold values th1 and th2 indicate the distance in athree-dimensional space, instead of the number of polygons.

Alternatively, the determination may be made on the basis of the size ofa character on the screen. If all the characters are of almost the samesize, it is possible to determine on the basis of the size of acharacter whether the character is located close to or far from theviewpoint.

Steps S603, S605, and S606 of the palette setting are not limited onlyto the setting of brightness. Either brightness, chroma or chromaticity,all of which are elements of colors, may be set at these steps. Forexample, a player close to the viewpoint may be set with a bright colortone and a player far from the viewpoint with a dark color tone.

Moreover, upon the setting of the palette, the setting may be changed asappropriate in accordance with colors of the background. For example, ifthe background is dark, low brightness may be set. If the background isbright, high brightness may be set.

In the above explanation, the players located close to the viewpoint arealways composed of a large number of polygons. Without limitation tosuch a setting, however, the number of polygons composing a playerlocated close to the viewpoint is sometimes reduced, for example, in thesituation explained in the first embodiment, where there are threeopponents A, B and C before the player (or character) operated by thegame player and the player competes with these opponents in turn. Inthis case, as in the first embodiment, the number of polygons composinga beaten opponent is a little reduced and the brightness of the opponentis lowered even though the opponent is located close to the viewpoint.

As a general rule, color brightness of a player is determined on thebasis of whether the player is close to or far from the viewpoint. Atthe same time, however, this general rule is modified as appropriateaccording to the circumstances (for example, actual situation of a play,relationship with players, relationship with a ball, and relationshipwith the background).

Fourth Embodiment

A fourth embodiment relates to a camerawork (or viewpoint positioncontrol) and provides a screen display by effectuating the viewpointposition changing means. The camerawork of the viewpoint positionchanging means makes it possible to display a full view of a soccer gameand, for example, to display a part of the players in a close-up view onthe screen of the CRT-type display 1 a. The viewpoint in this fourthembodiment is provided in a virtual three-dimensional space and is astandard point, in other words, a camera position, for projectingpolygons expressed in the virtual three-dimensional space onto a plane.

The viewpoint position changing means of the fourth embodiment iseffectuated when step S7 of the main flowchart shown in FIG. 4 isprocessed. Details of step S7 are shown in the flowchart of FIG. 14.

In the following explanation of the fourth embodiment, an example isused where the viewpoint position changing processing begins asdribbling starts in a soccer game. FIGS. 15 and 17 show examples of theposition relationship between the camera position and players and FIGS.16 and 18 show examples of pictures on the CRT-type display 1 a as takenby such cameraworks.

In FIGS. 15 and 17, the x axis extends in a horizontal direction on thescreen of the CRT-type display 1 a, the y axis extends in a verticaldirection and the z axis extends in a perpendicular direction. Forexample, let it be supposed that players C51, C52 and C53 are movingover the court in the three-dimensional space with the x, y and z axes,mainly in the x-axis direction in the position relationship shown in thefigures and camera 70 is located at coordinates (x1, y1, z1) as shown inFIG. 15.

In this situation, CPU 101 determines at step S701 which player isdribbling. Whether or not dribbling is performed is determined on thebasis of whether a player is holding ball B51 while moving, whether theplayer sometimes contacts with the ball, and whether the movingdirection of the player corresponds with the moving direction of theball. In FIG. 15, it is assumed that player C51 is dribbling ball B51.

The operation to be performed by the game player is hereinafterexplained with reference to FIG. 2. The game player controls a relateddisplay object (or player C51) by using joystick 2 a so that themovement of the related display object corresponds with the movement ofa specific display object (or ball B51). In order to dribble the ball,the game player pushes down joystick 2 a in a desirable direction. Sincethere are only eight moving directions 2 c of joystick 2 a, it isdifficult to make player C51 reach the position of ball B51 correctly.Therefore, when player C51 reaches near a certain range, a processing isconducted as if the position of player C51 corresponds with the positionof ball B51.

In the situation as shown in FIG. 15, whether a predetermined time haspassed or not is determined at step S702. If a predetermined time hasnot passed (step S702: NOT PASSED), a picture of players C51-C53 istaken at the above-mentioned camera position (x1, y1, z1) (at stepS703). Data taken at this camera position are stored until apredetermined display timing. Then, when step S12 in FIG. 4 is executed,screen 150 of a bird's-eye view is obtained as shown in FIG. 16. Theentire court, including players C51-C53, is displayed on screen 150.After step S703 is processed, the program exits from this processing.

If dribbling is conducted (step S701: YES) and if a predetermined timehas passed (step S702: PASSED), camera 70 is moved to coordinates (x1,y2, z2) as shown in FIG. 17 (at step S704). Assuming that the gameplayer's viewpoint is the origin of the coordinate system forconvenience, a direction toward the back of the screen is (+) of the zaxis and an upward direction in the screen is (+) of the y axis.Therefore, the position relationship can be expressed as y2<y1 andz2>z1.

Data for displaying player C51 and other characters at this cameraposition are stored until a predetermined display timing. When step S12in FIG. 4 is executed, player C51 is particularly displayed in aclose-up view and the picture taken at a lower camera position isdisplayed on screen 150 as shown in FIG. 18. After step S704 isprocessed, the program exits from this processing.

According to the fourth embodiment, a picture of the entire court isdisplayed on the screen of the CRT-type display 1 a on the basis of acomparatively remote and high camera position. For a certain attentionpicture, it is possible to, for example, close up the character bychanging the angle of the viewpoint against the character, therebyenhancing the realistic excitement of a game.

In this embodiment, dribbling is assumed to be a specific attentionpicture. However, without limitation to such assumption, the specificattention picture may be set when a player far from the viewpoint takescontrol of a ball.

Moreover, a corner kick, goal kick, free kick, PK, throw-in, or otheraction may be set as the attention picture. For example, a player whichmoves toward a ball in order to kick it may be taken with a gradualclose-up.

In conclusion, the attention picture means a picture of a scene wherethe realistic excitement of a game heightens. The viewpoint positionchanging means of this embodiment is capable of displaying an optionalattention picture on display 1 a effectively by properly changing thecamera position as the excitement of a game heightens.

Moreover, in the above-described embodiment, the camera position isfixed along the x-axis direction and is made changeable along the y-axisand z-axis directions. However, the camera position may be changed alsoalong the x-axis direction as well as the y-axis and z-axis directions.Also, the camera position may be moved by changing either the y axis orthe z axis.

Fifth Embodiment

A fifth embodiment relates to a motion correcting processing. The motioncorrecting processing intends to make a ball and a player's foot contactwith each other as in an actual soccer game and to avoid unnaturalmovements of the ball and player, particularly the ball and the player'sfoot.

This processing intends to prevent unnatural movements caused by thereason that motions of a player's foot are previously determined and,therefore, the movement of a ball does not interlock with the movementof a player's foot. For this purpose, the ball position is changed tocorrespond with the motions of the player's foot or the ball directionis adjusted. For example, when the player turns around, the ballposition is adjusted. When the player dribbles the ball, the balldirection is adjusted.

An example is hereinafter explained where player C61 turns around ballB61.

FIG. 19(a) shows turning motions when the motion correcting processingof the fifth embodiment is not conducted. These figures shows therelationship between player C61 and ball B61 at time t1 through t8 inthe order from left to right.

Let it be supposed that ball B61 is moved to a target point, and thatplayer C61 is estimated by contact determination to contact with theball in the eighth scene (at time t8). CPU 101 performs the processingto assign the motions of player C61 necessary for turning respectivelyto each scene, that is, to the first scene (time t1), second scene (timet2), third scene (time t3), fourth scene (time t4) through eighth scene(time t8), and to make the ball and the foot of player C61 contact witheach other in the eighth scene (time t8). For example, player C61 facestoward the right side at time t1, and jumps and faces slightly halffront at time t2. Player C61 faces gradually obliquely at time t3 andthereafter, and finally faces front at time t5. Player C61 faces towardsubstantially the left side at time t7.

However, the motion of player C61 in each scene is determined, resultingin situations, for example, where ball B61 and the foot of player C61 donot contact with each other even in the eighth scene, or motions changegreatly when the motion of player C61 in one scene proceeds to the nextscene. If the player moves in this way, the movements of the ball andplayer seem to be unnatural.

If the motion correcting processing of the fifth embodiment is executed,the motions of player C61 assigned to each scene will be assignedequally to the eight respective scenes, thereby making it possible todisplay ball B61 and the foot of player C61 in a manner such that theynaturally contact with each other.

The motion correcting processing of the fifth embodiment is hereinafterexplained with reference to the flowchart of FIG. 20. Player C61 isassumed to have control over ball B61.

At step S801, it is determined whether or not joystick 2 a is pusheddown. If joystick 2 a is not pushed down (step S801: NO), the programexits from this processing.

On the other hand, if joystick 2 a is pushed down in a certain direction(step S801: YES), CPU 101 detects this direction data. CPU 101 receivesthe direction data (at step S802) and makes player C61 and ball B61 movein that direction (at step S803). This state is stored as data.

At step 5804, it is determined whether or not joystick 2 a is moved in areversed direction. If there is no reverse operation (step S804: NO),the program exits from this processing. When the display timing of step12 shown in FIG. 4 Comes, a picture of a player moving and dribbling ina specified direction is displayed on the CRT-type display 1 a.

Next, let it be supposed that the game player pushes joystick 2 a in adirection opposite to the above-mentioned direction (step S804: YES).This command is detected by CPU 101 at step S804. CPU 101 then performsforecasting computation for contact determination at step S805. As aresult, for example, it is determined that ball B61 and player C61contact with each other in the eighth scene at time t8 as shown in FIG.19(b). CPU 101 performs the forecasting computation on the basis of thespeed of ball B61 and the jumping direction, height and speed of playerC61.

Accordingly, CPU 101 reads out basic motions of player C61, whichcorrespond to the respective scenes at time t1 through t8, from storeddata at step S806. These basic motions are shown in FIG. 19(a).

As CPU 101 forecasts that player C61 contacts with ball B61 in theeighth scene at time t8, it performs a correcting computation in orderto change the basic motion of player C61 corresponding to the eighthscene to a more appropriate motion for that scene (at step S807). Dataof player C61′ after this correcting computation are stored and then theprogram exits from this processing.

The positions of player C61′ in the respective scenes at time t1 throught8 as shown in FIG. 19(b) are shifted from the positions of player C61in the respective scenes at time t1 through t8 as shown in FIG. 19(a) inorder to realize more proper positions. At the end, ball B61 and thefoot of player C61 contact with each other as player C61 completesturning around.

Every time steps S1 through S12 of FIG. 4 are executed, the scenechanges to the scenes at time t1 through time t8 and is displayed on theCRT-type display 1 a at the display timing at step S12 of FIG. 4.

According to the fifth embodiment, ball B61 and the legs of player C61move quite naturally and, therefore, the movements similar to those inan actual soccer game are realized. The displayed picture includingdisplay objects (or characters) are expressed richly and the displayobjects (or characters) can be controlled in various manners in relationto the operation.

When one motion, such as dribbling, proceeds to another motion, such asturning, according to the fifth embodiment and if the object player hascontrol over the ball according to the fourth embodiment, even if thejoystick (or operation stick) is pushed down in a direction opposite tothe running direction while the player moves toward the ball, the modedoes not immediately change to the turning mode at this point, but thecorrecting processing for turning is executed according to the flowchartshown in FIG. 20. It is also possible to make the player properlycontrol the ball by means of correction processing without controllingthe related display object (or player C61) so that movement of therelated display object corresponds with the movement of the specificdisplay object (or ball B61). Accordingly, even if the joystick is notoperated accurately, it is possible to follow the game player'sintention to make the player take control over the ball and turn around.

For example, when joystick 2 a is pushed down in order to move the balltoward the player, even if the pushing direction does not accuratelycorrespond with the moving direction of ball B61, it is possible to moveball B61 toward player C61 if the pushing direction is within apredetermined range. As can be seen in FIG. 2, the moving directions ofjoystick 2 a are limited to eight directions and the designation ofmovement is only possible for every 45 degrees. If two pushingdirections close to ball B61 are selected, the picture processing isconducted so that player C61 accurately corresponds with ball B61 bymeans of the correction processing.

On the other hand, if the control over the ball is not transferred tothe player subject to the operation, the mode proceeds to the turningmode when the joystick is pushed down in a direction opposite to therunning direction. Accordingly, it is possible to realize thedevelopments of the game in accordance with the game player's intentionto cancel the movement to go and get the ball.

Sixth Embodiment

According to a sixth embodiment, when the game player executes anoperation other than the operation concerning which a description ofnormal operation 2 d of the operation buttons 2 b is indicated on theoperation panel 2 of housing 1 as shown in FIG. 2, a description of suchoperation can be displayed on the CRT-type display 1 a.

Operation content outputting means of this embodiment is effectuated byexecuting step S9 of FIG. 4. Details of this processing is shown in FIG.21.

Generally, the operating directions 2 c of joystick 2 a and thedescription 2 d of normal usage of the operation buttons 2 b areprovided on the operation panel 2. Let it be supposed that as a soccergame proceeds, it is decided to change the mode to a throw-in mode. Inother words, assuming that it becomes necessary to display the contentof operation concerning which no description is originally given to thehousing (step S901: YES), CPU 101 determines at step S902 in which modethe content of the specific operation is.

For example, if the mode of the specific operation is a throw-in (stepS901: THROW-IN), CPU 101 gives directions to a scroll data computingdevice 107, etc. and forms data capable of displaying necessary buttonindications 20 a, 20 b and 20 c at the lower left of the screen.Similarly, CPU 101 forms data capable of displaying descriptionindications 21 a, 21 b and 21 c respectively assigned to the respectivebutton indications 20 a, 20 b and 20 c. In this case, the descriptionindication 22 a indicates a short throwing, the description indication22 b indicates a long throwing, and the description indication 22 cindicates prohibition of use. They are stored until a predeterminedtiming.

If the stored data are displayed at a predetermined display timing (atstep S12 of FIG. 4), as shown in FIG. 22, player C71 which has ball B71and is going to throw it, and players C72 and C73 within court C75 aredisplayed and the respective button indications 20 a, 20 b and 20 c andthe description indications 21 a, 21 b and 21 c showing the content ofoperations of these button indications are also displayed at the lowerleft of the screen.

If the mode is a goal kick (or PK) (at step S901: PK), CPU 101 givesdirections to the scroll data computing device 107, etc. and forms datacapable of displaying the necessary button indications 20 a, 20 b and 20c at the lower right of the screen. Similarly, CPU 101 forms datacapable of displaying description indications 22 a, 22 b and 22 crespectively assigned to the respective button indications 20 a, 20 band 20 c. In this case, the description indication 22 a indicatesprohibition of use, the description indication 22 b indicatesprohibition of use, and the description indication 22 c indicates short.They are stored until a predetermined timing.

If the stored data are displayed at a predetermined display timing (atstep S12 of FIG. 4), as shown in FIG. 23, a goal keeper C82 standing infront of goal C81 and player C83 which is closer to the viewpoint and isgoing to make a goal kick with ball B81 placed under its foot aredisplayed, and the respective button indications 20 a, 20 b and 20 c andthe content of operation thereof (description indications 22 a, 22 b and22 c) are also displayed at the lower right of the screen.

In the case of a comer kick as well (step S904: CORNER KICK), data isformed which is capable of displaying the respective button indications20 a, 20 b and 20 c as well as the description indications 22 a, 22 band 22 c assigned to the buttons (at step S904).

Since the sixth embodiment is designed to indicate only the minimumnecessary descriptions on the operation panel 2 of housing 1 and toindicate the content of other operations on the screen as necessary, thegame player does not have to read all the descriptions before starting agame and the necessary descriptions are displayed every time when thecorresponding operation is required. Therefore, it is possible toprovide a game device, the operating method of which is easilyunderstandable for a game player.

According to the sixth embodiment, since the game player can operateplayers and other characters after reading the content of operations,the operation to express characters becomes easier in relation to theoperation performance.

In order to indicate necessary descriptions on the screen, a flag may beprovided for each mode (throwing, PK, kick, dribbling, etc.) so that “1”be set at the flag of the mode which requires a description.

The sixth embodiment is designed to display the operation buttonindications 20 a, 20 b and 20 c, the description indications 21 a, 21 band 21 c and the description indications 22 a, 22 b and 22 c assigned tothe button indications at the position on the screen, which is notdisturbing for a game. The position on the screen, which is notdisturbing for a game, means the position which does not overlap withthe players, ball and goal. It also means the position which does notoverlap with a passage of the ball, for example, the background portionwhere sky or spectators' sheets are displayed, or a portion of the courthaving no direct relationship with the play.

A soccer game is referred to as an example of the above embodiments forexplanation. However, the present invention can be applied to other ballgames, such as rugby, American football, volleyball or basket ball, orice hockey or other games.

What is claimed is:
 1. A picture processing device for expressingdisplay objects by composing each display object with a plurality ofelements, comprising: picture processing means for changing the numberof said elements according to a distance between a viewpoint and one ofsaid display objects and for projecting the display object in athree-dimensional space onto a plane on the basis of said viewpoint,wherein said picture processing means decreases the number of saidelements as said display object moves farther away from said viewpoint;and element number changing means for changing the number of saidelements, which compose said display object when attributes of thedisplay object change, wherein when the display object is at a distancefar from said viewpoint and the display object is a focus of attention,the number of polygons of the display object is increased, and whereinsaid element number changing means performs its processing when itdetermines that said display object has become an object of operationand, therefore, the attributes of said display object have changed, saidelement number changing means comprising: means for determining whetherthe number of said elements of said display object should be increased;attribute determining means for determining whether said display objecthas become the object of operation; and element number calculating meansfor calculating an increase in the number of elements based on thedetermination results of said attribute determining means, wherein saiddisplay objects include a plurality of first display objects and asecond display object having some relationship with said plurality offirst display objects in a three-dimensional space, and when saidplurality of first display objects compete with each other for controlover said second display object, said attribute determining meansdetermines that one of said plurality of first display objects which hasgained control over said second display object is the object ofoperation.
 2. The picture processing device according to claim 1,wherein said attribute determining means comprises: order determiningmeans for determining an order on the basis of a distance between saidplurality of first display objects and said second display object; firstcontrol granting means for finding a moving direction of a first displayobject having a highest order among said plurality of first displayobjects and for granting control to said first display object when saidfirst display object moves toward said second display object; and secondcontrol granting means for granting control to another first displayobject having a second highest order among said plurality of firstdisplay objects when said first display object having the highest orderis not moving toward said second display object.
 3. The pictureprocessing device according to claim 2, further comprising attributeindicating means for giving a mark to the display object having control.4. The picture processing device according to any one of claims 1through 3, further comprising: operating means for outputting operationsignals to said display object; and displaying means for displaying saiddisplay object.